Beta Key Giveaway Week 2: Winners have been selected!

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  1. #41
    Bloodsail Admiral Nerovar's Avatar
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    Quote Originally Posted by Kralljin View Post
    I don't see how it made it worse.

    The ultimate goal of Blizzard was that people went full PvP armor (which has ALWAYS been the goal of Resilience / PvP Power), so the customization there goes up in fire already, you wore your 4pc, Offset item and then bought every item with your favorite secondary stat from the vendor, enchanted said secondary stat on every piece available, there you go.
    Thanks to the WoD design, the game usually told you what's the best stat for your spec, as every spec received a 5% bonus on a certain secondary stat.

    Customization looks different in my opinion.

    The only difference between the WoD and the Template system is the fact that the Template varies between specs and the WoD one basically gave everyone the same amount of total stats.

    The major difference is that the Blizzard actively used the Template system to balance the game and flesh out certain class aspects that went down the drain over the years.

    Nowadays Classes like Ret,Dk or Warrior can tank damage better than rogues, because they have more Health and more Versatility, in WoD everyone basically ran around with the same HP pool, excluding warlocks.
    I don't know about you but I had multiple sets for different playstyles. On my Frost DK I had two different sets mastery/haste depending on whether I wanted to play 2h (with breath of sindra) or dw (necrotic plague). Similar stuff on my WW monk with hurricane strikes (I believe it was multistrike) and chi explosion (haste). Also I wasn't at a disadvantage because I decided not to play PvE content as you could easily get your full set pretty quickly.
    Believe it or not... DKs and Warriors were also able to tank more damage than rogues during WoD because they had things like def stance/blood presence. That's where balance should come from: Actual abilities players have to use and not passive stat increases. Templates are unnecesarry and create a very weird environment that's disconnected from the rest of the RPG.

  2. #42
    Quote Originally Posted by Nerovar View Post
    I don't know about you but I had multiple sets for different playstyles. On my Frost DK I had two different sets mastery/haste depending on whether I wanted to play 2h (with breath of sindra) or dw (necrotic plague). Similar stuff on my WW monk with hurricane strikes (I believe it was multistrike) and chi explosion (haste). Also I wasn't at a disadvantage because I decided not to play PvE content as you could easily get your full set pretty quickly.
    I don't think that was very common.
    As Elemental, Multistrike / Crit was your way to go, as Enhance, just Haste / Mastery.

    But just out of curiousity, how much % difference did exist between the two in terms stat difference? 10%? 5%? Did it *really* impact your game that much?
    Because i honestly doubt that.

    Quote Originally Posted by Nerovar View Post
    Believe it or not... DKs and Warriors were also able to tank more damage than rogues during WoD because they had things like def stance/blood presence. That's where balance should come from: Actual abilities players have to use and not passive stat increases.
    Defensive Stance still exists, so yeah, most stance requirements kissed the world goodbye in MoP, so that's no argument either.

    Back in Vanilla armor basically made that happen, Plate armor had more Stamina than leather and obviously more armor, therefore Warriors were automatically tankier than rogues.
    Armor was kinda a bigger deal because most Melee classes actually dealt mostly physical damage, but nowadays full physical damage is limited to Warrior,Monk & Hunter, any other melee deals a mixture of magic and physical which massively nerfs the value of armor.
    And Vanilla was pretty much the strongest version of WoW in terms of RPG.

    Quote Originally Posted by Nerovar View Post
    Templates are unnecesarry and create a very weird environment that's disconnected from the rest of the RPG.
    Being naturally tanky can be part of the class fantasy, not just pressing a button to become tanky, which sometimes doesn't work because stuns.

    Similiar thing exists in Moba games, certain heroes naturally have a high HP pool, high armor and Hp reg, others are more fragile because low health and low armor.
    The Template system creates a similiar thing, i don't see that infringing on the RPG aspect as long as it doesn't create weird things like Mages facetanking Warriors with ease.

  3. #43
    Retribution paladins will destroy in pvp until they will be not allowed to damage in BOP which was the most ridiculous decision by Blizzard

  4. #44
    I quite enjoy legion PvP actually and look forward to see how BFA will turn out, I'll try to reason why.

    Legion:
    On the contrary to what many people here feel about the PvP template system, I think it's good. You see, I don't play PvP to get gear, and the less gear has an impact on performance, the better. I like that if you beat someone else, you played better than them, you didn't just outgear them. Throwing stats at eachother and seeing who has the highest isn't fun.

    The honor talent system is cool. It allows blizzard to make spells and passives that wouldn't work in PvE.

    I never really PvP'd much, despite having played this game for a long time now. I think the most I've ever PvP'd was in MoP or WoD where I would just do casual queued PvP. Legion is the first time I've ever really tried to climb rating with my friends - and we're having a blast!
    We LOVE the fact that if we feel like our comp doesn't work, we can EASILY change it up by relogging to an alt without feeling completely gimped. Sure there's honor talents, but I've found that most of our characters had most of the talents just from passive World quest grind.

    My personal opinion is that the more unhinged PvP is from the whole RPG-gearing element, the better. I like my PvP the same way I like my Dota 2, Overwatch, HotS etc. That I have a chance against anyone feels good, and if I got beaten, then at least I know he didn't just outgear me.

    For BFA:
    I can't tell how it'll feel, them slowing the game down a bit and there being less stuns. It could definitely make it more interesting in the sense that you'll have to coordinate more. It might have an impact on Melee cleaves who rely heavily on sudden bursts and short CC. It could also negatively affect arenas simply because not enough is happening? I feel like if we reach a point where people are pretty much just standing still, throwing their rotation on a target until eventually someone dies - it'll be quite boring. But I'm optimistic, I hope it'll end up being good.

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